#ifndef VRP_SHADOWINPUT_INCLUDED
#define VRP_SHADOWINPUT_INCLUDED
#include <HLSLSupport.cginc>
#define MAX_CASCADESHADOW_COUNT 4

CBUFFER_START(XShadow)

//主灯光 世界空间->投影空间变换矩阵
float4x4 _VWorldToMainLightCascadeShadowMapSpaceMatrices[MAX_CASCADESHADOW_COUNT];

float4 _VCascadeCullingSpheres[MAX_CASCADESHADOW_COUNT];

CBUFFER_END
#if V_SHADOW_PCF
Texture2D _VMainShadowMap;
SamplerComparisonState sampler_VMainShadowMap;
half4 _ShadowAAParams; //x is PCF tap count, current support 1 & 4
#else
Texture2D _VMainShadowMap;
SamplerState sampler_VMainShadowMap_point_clamp;
#endif

float4 _ShadowMapSize;
float4 _ShadowParams; // x: depth bias, y: normal bias
#define ACTIVED_CASCADE_COUNT _ShadowParams.w
#endif
